Claude Skill

real-world-metaphors

UI patterns borrowed from the physical world feel immediately intuitive — cards feel graspable, carousels feel scrollable, drawers feel pullable. Use real-world metaphors deliberately to reduce the learning curve and make interactions feel natural. Use when designing layout patte

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Part of dembrandt/dembrandt-skills — 42 skills

Install

skills CLI npx skills add https://github.com/dembrandt/dembrandt-skills/tree/main/skills/real-world-metaphors
Claude Code claude plugin marketplace add https://llmmart.ai/marketplace.json && claude plugin install dembrandt-dembrandt-skills@llmmart
Git git clone https://github.com/dembrandt/dembrandt-skills.git

The skills CLI installs just this skill, for any of its supported agents. Claude Code installs the whole dembrandt/dembrandt-skills collection as a plugin from our marketplace. Git is the plain clone.

Skill manifest

Real-World Metaphors in UI

UI patterns borrowed from the physical world reduce the learning curve because users already know how they work. A card feels like something you can pick up. A carousel feels like flipping through a stack. A drawer feels like it slides out from the side. These metaphors carry affordance — the user knows what to do before reading any instructions.

Use them deliberately, not decoratively.

Common Metaphors and When to Use Them

Card

A card is a bounded, self-contained unit of content — like a physical index card or a product on a shelf.

Use when:

  • Content items are discrete and comparable (products, people, articles, tasks)
  • Each item needs to be scanned quickly and potentially acted on
  • Items benefit from a visual thumbnail, image, or icon

Key properties:

  • Cards should be graspable: elevation (--shadow-sm), border-radius, and clear boundary
  • All cards in a set should be the same width; height can vary with content
  • One primary action per card — secondary actions appear on hover or inside a detail view
  • Cards imply "I can pick this up and do something with it" — if nothing happens on click, use a list instead

Carousel / Horizontal Scroll

A carousel borrows from the physical act of flipping through a stack or sliding items along a rail.

Use when:

  • There are more items than fit the viewport and browsing is the primary mode
  • Items have a natural visual order (steps, featured content, media)
  • The user is expected to explore, not to find a specific item

Caution:

  • Carousels hide content — important items should not live only inside a carousel
  • Auto-advancing carousels reduce user control; prefer user-driven navigation
  • On mobile, a horizontal scroll without explicit navigation dots feels more natural than arrows

Drawer / Side Panel

A drawer slides in from an edge, like a physical desk drawer — it brings additional context without replacing the current view.

Use when:

  • Secondary detail is needed without losing context of the main view
  • Editing or configuring an item while keeping the list visible behind
  • Mobile navigation patterns (hamburger menu opens a side drawer)

Key properties:

  • The drawer should feel anchored to an edge — left for navigation, right for detail/settings
  • Always provide a clear close action (× button and clicking outside)
  • The content behind should dim slightly (overlay) to signal the drawer is a layer above

Accordion

Like a physical folder that expands to reveal contents — collapses to save space, expands to show detail.

Use when:

  • Content has a clear parent–child hierarchy
  • Most users need only a few sections at a time
  • Vertical space is constrained

Tabs

Like physical divider tabs in a binder — select a tab to see its section.

Use when:

  • Content is divided into mutually exclusive, peer-level sections
  • The user switches between sections frequently
  • All tabs are equally relevant to the same context

Caution: Tabs imply peer-level, equal-importance sections. Do not use tabs for hierarchical navigation (use breadcrumbs or sidebar instead).

Tooltip

Like a sticky note attached to an object — appears on hover, provides brief additional context.

Use when:

  • An icon or control needs a short label that would clutter the layout if always visible
  • A term or value needs brief explanation in context

Not a replacement for: clear labels, inline help text, or documentation for complex features.

Principles for Using Metaphors Well

  1. The metaphor should match the interaction — a card that does nothing on click creates a false affordance
  2. Don't mix metaphors — a carousel inside a card inside a drawer creates cognitive noise
  3. Mobile borrows different metaphors than desktop — swipe-to-dismiss, bottom sheets, and pull-to-refresh are mobile-native; forcing them onto desktop feels wrong in both directions
  4. Elevation reinforces the metaphor — a card without shadow doesn't feel graspable; a drawer without an overlay doesn't feel layered

Review Checklist

  • Does the chosen pattern match the physical metaphor users will intuit?
  • Do cards have a clear primary action — not just decoration?
  • Does the carousel or horizontal scroll have navigation affordance (dots, arrows, or partial next item visible)?
  • Do drawers dim the background content to signal layering?
  • Are physical metaphors consistent — the same pattern used for the same type of content throughout the product?
Files (dembrandt-skills)
  • SKILL.md 5.6 KB
    ---
    name: real-world-metaphors
    description: UI patterns borrowed from the physical world feel immediately intuitive — cards feel graspable, carousels feel scrollable, drawers feel pullable. Use real-world metaphors deliberately to reduce the learning curve and make interactions feel natural. Use when designing layout patterns, gestures, or navigation paradigms.
    metadata:
      priority: 6
      pathPatterns:
        - "components/**"
        - "src/components/**"
        - "**/*.tsx"
        - "**/*.jsx"
        - "design-system/**"
        - "ui/**"
      promptSignals:
        phrases:
          - "card"
          - "carousel"
          - "drawer"
          - "metaphor"
          - "physical"
          - "skeuomorphic"
          - "gesture"
          - "swipe"
    retrieval:
      aliases:
        - real world metaphors
        - skeuomorphism
        - physical ui patterns
        - card pattern
        - carousel
        - drawer navigation
      intents:
        - make ui feel intuitive
        - choose a layout pattern
        - design a card component
        - use familiar patterns
      examples:
        - should I use a card or a list here
        - make this feel more natural to interact with
        - which pattern fits this content best
    ---
    
    # Real-World Metaphors in UI
    
    UI patterns borrowed from the physical world reduce the learning curve because users already know how they work. A card feels like something you can pick up. A carousel feels like flipping through a stack. A drawer feels like it slides out from the side. These metaphors carry affordance — the user knows what to do before reading any instructions.
    
    Use them deliberately, not decoratively.
    
    ## Common Metaphors and When to Use Them
    
    ### Card
    A card is a bounded, self-contained unit of content — like a physical index card or a product on a shelf.
    
    **Use when:**
    - Content items are discrete and comparable (products, people, articles, tasks)
    - Each item needs to be scanned quickly and potentially acted on
    - Items benefit from a visual thumbnail, image, or icon
    
    **Key properties:**
    - Cards should be graspable: elevation (`--shadow-sm`), border-radius, and clear boundary
    - All cards in a set should be the same width; height can vary with content
    - One primary action per card — secondary actions appear on hover or inside a detail view
    - Cards imply "I can pick this up and do something with it" — if nothing happens on click, use a list instead
    
    ### Carousel / Horizontal Scroll
    A carousel borrows from the physical act of flipping through a stack or sliding items along a rail.
    
    **Use when:**
    - There are more items than fit the viewport and browsing is the primary mode
    - Items have a natural visual order (steps, featured content, media)
    - The user is expected to explore, not to find a specific item
    
    **Caution:**
    - Carousels hide content — important items should not live only inside a carousel
    - Auto-advancing carousels reduce user control; prefer user-driven navigation
    - On mobile, a horizontal scroll without explicit navigation dots feels more natural than arrows
    
    ### Drawer / Side Panel
    A drawer slides in from an edge, like a physical desk drawer — it brings additional context without replacing the current view.
    
    **Use when:**
    - Secondary detail is needed without losing context of the main view
    - Editing or configuring an item while keeping the list visible behind
    - Mobile navigation patterns (hamburger menu opens a side drawer)
    
    **Key properties:**
    - The drawer should feel anchored to an edge — left for navigation, right for detail/settings
    - Always provide a clear close action (× button and clicking outside)
    - The content behind should dim slightly (overlay) to signal the drawer is a layer above
    
    ### Accordion
    Like a physical folder that expands to reveal contents — collapses to save space, expands to show detail.
    
    **Use when:**
    - Content has a clear parent–child hierarchy
    - Most users need only a few sections at a time
    - Vertical space is constrained
    
    ### Tabs
    Like physical divider tabs in a binder — select a tab to see its section.
    
    **Use when:**
    - Content is divided into mutually exclusive, peer-level sections
    - The user switches between sections frequently
    - All tabs are equally relevant to the same context
    
    **Caution:** Tabs imply peer-level, equal-importance sections. Do not use tabs for hierarchical navigation (use breadcrumbs or sidebar instead).
    
    ### Tooltip
    Like a sticky note attached to an object — appears on hover, provides brief additional context.
    
    **Use when:**
    - An icon or control needs a short label that would clutter the layout if always visible
    - A term or value needs brief explanation in context
    
    **Not a replacement for:** clear labels, inline help text, or documentation for complex features.
    
    ## Principles for Using Metaphors Well
    
    1. **The metaphor should match the interaction** — a card that does nothing on click creates a false affordance
    2. **Don't mix metaphors** — a carousel inside a card inside a drawer creates cognitive noise
    3. **Mobile borrows different metaphors than desktop** — swipe-to-dismiss, bottom sheets, and pull-to-refresh are mobile-native; forcing them onto desktop feels wrong in both directions
    4. **Elevation reinforces the metaphor** — a card without shadow doesn't feel graspable; a drawer without an overlay doesn't feel layered
    
    ## Review Checklist
    
    - [ ] Does the chosen pattern match the physical metaphor users will intuit?
    - [ ] Do cards have a clear primary action — not just decoration?
    - [ ] Does the carousel or horizontal scroll have navigation affordance (dots, arrows, or partial next item visible)?
    - [ ] Do drawers dim the background content to signal layering?
    - [ ] Are physical metaphors consistent — the same pattern used for the same type of content throughout the product?
    

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